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Rules guide · Instant

Big PlayHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Foundations Jumpstart· November 15, 2024
Carte Magic Big Play

Big Play is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)

Complete guide

Big Play is a versatile green instant that offers a dual-layered boost to your creatures. By combining a temporary power spike with a permanent growth marker, it ensures your units are ready for both immediate combat and future turns.

A Two-Stage Enhancement

When you cast Big Play, you target a single creature. This creature receives a +2/+2 stat increase and the reach keyword until the end of the current turn. Additionally, it receives a permanent +1/+1 counter. This means for the remainder of the turn, the creature effectively gains +3/+3 and the ability to block flying attackers.

Resolution and Targeting

As an instant, Big Play can be cast during any phase. Upon resolution, all effects happen sequentially: the temporary buff is applied first, followed immediately by the placement of the +1/+1 counter. If the target becomes illegal before the spell resolves (for example, if it is destroyed or gains protection), the entire spell fails and no counter is placed.

Strategic Timing

The best time to cast Big Play is usually during the declare attackers or declare blockers step. Because it grants reach, you can surprise an opponent who expects their flying creatures to be unblockable. Since the +1/+1 counter is permanent, it remains on the creature even after the +2/+2 and reach effects wear off during the cleanup step.

Avoiding Common Pitfalls

Remember that Big Play requires a legal target to be cast. You cannot cast it just to 'use up' mana if you don't control a creature or if your opponent's creatures have shroud or protection from green. Also, keep in mind that the reach ability is temporary; if you need to block a flyer on a subsequent turn, the creature will no longer have that keyword.

Interaction examples

Defensive Maneuvers

If your opponent targets your creature with Beast Within, you can respond by casting Big Play. Your creature will still be destroyed by Beast Within, but Big Play will resolve first, giving it the buffs. However, since the creature is destroyed immediately after, the +1/+1 counter is lost. It is often better to save Big Play for a creature that isn't currently being targeted for destruction.

Protecting the Investment

If you cast Big Play and your opponent attempts to remove the creature in response, you can cast Heroic Intervention. Heroic Intervention resolves first, giving your creature hexproof. Big Play then resolves successfully because its target is still legal, resulting in a creature that is protected, significantly buffed, and permanently larger thanks to the counter.

Aerial Ambush

An opponent attacks with a 3/3 flying creature. You have a 2/2 creature on the ground. You cast Big Play on your creature. It becomes a 5/5 with reach until end of turn (and stays a 3/3 permanently). You can now block and destroy the flying attacker while your creature survives the combat.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Big Play

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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Meta decks with Big Play

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